COMPLETE ENEMY BESTIARY

Sigma

All Mavericks, Sigma forces, and enemy types with SNES-scale stats

THE 8 MAVERICKS

Main bosses of the Maverick Hunt campaign

Chill Penguin

CHILL PENGUIN ⭐⭐⭐

HP: 30 + (5 Γ— Player Level) ATK: 12 + (2 Γ— Level) DEF: 8 + (1 Γ— Level) SPD: 10 + (1 Γ— Level) EXP: 100 + (25 Γ— Level)

Stage: Ice Cavern | Element: Ice ❄️

Special Attack: Blizzard Attack (hits all players, Chilled effect)

Weakness: Fire weapons (+5 damage) | Resistance: Ice weapons (-5 damage)

Personality: Arrogant, cold, calculating. Seeks to freeze the world.

Spark Mandrill

SPARK MANDRILL ⭐⭐⭐

HP: 35 + (5 Γ— Player Level) ATK: 14 + (2 Γ— Level) DEF: 10 + (1 Γ— Level) SPD: 12 + (1 Γ— Level) EXP: 110 + (25 Γ— Level)

Stage: Power Plant | Element: Electric ⚑

Special Attack: Electric Blast (chain attack, 33% stun chance)

Weakness: Ice weapons (+5 damage) | Resistance: Electric weapons (-5 damage)

Personality: Volatile, impulsive, power-obsessed.

Armored Armadillo

ARMORED ARMADILLO ⭐⭐⭐

HP: 38 + (5 Γ— Player Level) ATK: 15 + (2 Γ— Level) DEF: 12 + (1 Γ— Level) SPD: 11 + (1 Γ— Level) EXP: 115 + (25 Γ— Level)

Stage: Fortified Tunnels | Element: Earth ⛏️

Special Attack: Rolling Charge (+3 DEF next turn)

Weakness: Electric weapons (+5 damage) | Resistance: Earth weapons (-5 damage)

Personality: Stoic, defensive, honorable warrior.

Launch Octopus

LAUNCH OCTOPUS ⭐⭐⭐

HP: 40 + (5 Γ— Player Level) ATK: 16 + (2 Γ— Level) DEF: 11 + (1 Γ— Level) SPD: 13 + (1 Γ— Level) EXP: 120 + (25 Γ— Level)

Stage: Flooded Corridors | Element: Water πŸ’§

Special Attack: Torpedo Barrage (random 1-3 targets)

Weakness: Earth weapons (+5 damage) | Resistance: Water weapons (-5 damage)

Personality: Deceptive, fluid, adapts to any situation.

BOOMER KUWANGER ⭐⭐⭐

Boomer Kuwanger
HP: 42 + (5 Γ— Player Level) ATK: 17 + (2 Γ— Level) DEF: 12 + (1 Γ— Level) SPD: 14 + (1 Γ— Level) EXP: 125 + (25 Γ— Level)

Stage: Spatial Anomaly | Element: Space 🌌

Special Attack: Boomerang Blade (double hit)

Weakness: Water weapons (+5 damage) | Resistance: Space weapons (-5 damage)

Personality: Precise, patient, deadly assassin.

STING CHAMELEON ⭐⭐⭐

Sting Chameleon
HP: 45 + (5 Γ— Player Level) ATK: 18 + (2 Γ— Level) DEF: 13 + (1 Γ— Level) SPD: 15 + (1 Γ— Level) EXP: 130 + (25 Γ— Level)

Stage: Camouflaged Jungle | Element: Nature 🌿

Special Attack: Tail Stinger (poisons for 3 turns)

Weakness: Space weapons (+5 damage) | Resistance: Nature weapons (-5 damage)

Personality: Stealthy, venomous, cunning predator.

STORM EAGLE ⭐⭐⭐

Storm Eagle
HP: 48 + (5 Γ— Player Level) ATK: 19 + (2 Γ— Level) DEF: 14 + (1 Γ— Level) SPD: 16 + (1 Γ— Level) EXP: 135 + (25 Γ— Level)

Stage: Flying Fortress | Element: Wind πŸŒͺ️

Special Attack: Storm Tornado (hits all players)

Weakness: Nature weapons (+5 damage) | Resistance: Wind weapons (-5 damage)

Personality: Noble, aerial master, strategic commander.

FLAME MAMMOTH ⭐⭐⭐

Flame Mammoth
HP: 50 + (5 Γ— Player Level) ATK: 20 + (2 Γ— Level) DEF: 15 + (1 Γ— Level) SPD: 17 + (1 Γ— Level) EXP: 140 + (25 Γ— Level)

Stage: Volcanic Factory | Element: Fire πŸ”₯

Special Attack: Mammoth Flame (heavy damage + Burning)

Weakness: Wind weapons (+5 damage) | Resistance: Fire weapons (-5 damage)

Personality: Brash, destructive, overwhelming force.

STAGE ENEMIES BY LOCATION

Common enemies found in each Maverick stage

Stage Enemy HP ATK DEF SPD EXP Special
Ice Cavern
❄️
Snow Rider 10 1 1 3 10 Slides 2 extra spaces
Penguin 10 3 2 1 10 Throws ice blocks (range 3)
Ice Bat 7 1 2 4 8 Dive attack (Γ—2 damage)
Ice Turret 14 4 4 0 12 Ranged attack (range 4)
Power Plant
⚑
Sparky 12 4 3 4 12 Electric field (1 space radius)
Electro Joe 14 5 3 4 14 Chain lightning (hits 2 targets)
Volt Cat 11 4 2 5 12 Pounce (jumps 3 spaces)
Tesla Coil 16 6 4 0 16 Area zap (2Γ—2 area)
Fortified Tunnels
⛏
Hard Mets 16 4 5 3 14 High defense (DEF+2)
Roller 15 5 4 5 15 Rolling attack (moves through enemies)
Cannon Guard 20 5 7 0 18 Heavy cannon (ignores 2 DEF)
Drill Bot 14 4 3 4 13 Burrow (untargetable for 1 turn)
Flooded Corridors
πŸ’§
Aqua Mets 13 4 3 5 13 Water jet (pushes target back)
Torpedo Fish 12 5 2 6 15 Homing torpedo (auto-hit)
Octo Turret 18 6 4 0 17 Multi-shot (2 attacks per turn)
Bubble Blower 11 3 2 4 12 Bubble trap (immobilizes for 1 turn)
Spatial Anomaly
🌌
Space Bat 13 5 3 6 15 Sonic screech (dazes for 1 turn)
Teleporter 12 4 2 6 14 Teleport (anywhere in line of sight)
Dimension Guard 15 5 4 5 16 Phase shift (1-in-3 dodge)
Void Crawler 14 4 3 5 14 Dimensional rift (hazardous terrain)
Camouflaged Jungle
🌿
Camou Mets 14 4 3 6 14 Camouflage (untargetable first turn)
Sting Bee 11 5 2 7 15 Poison sting (3 damage/turn for 3 turns)
Venom Plant 17 6 4 0 17 Poison cloud (3Γ—3 area)
Chameleonoid 13 4 3 6 14 Mimic (copies target's last attack)
Flying Fortress
πŸŒͺ️
Storm Jet 14 5 3 6 16 Strafe run (hits all in line)
Wind Rider 12 4 2 7 14 Gust (pushes target 2 spaces)
Sky Guard 15 6 3 6 17 Aerial bombardment (3Γ—3 area)
Cyclone Drone 13 5 2 7 15 Vortex (pulls enemies toward it)
Volcanic Factory
πŸ”₯
Fire Mets 16 6 4 4 16 Fire aura (damage to adjacent)
Lava Slug 18 5 5 3 17 Lava trail (damaging terrain)
Heat Guard 17 7 5 4 18 Flame thrower (cone attack)
Molten Golem 20 8 6 3 20 Magma burst (area damage)

MINIBOSSES ⭐⭐

Blizzard Buffalo

Stage: Ice Cavern
HP: 48 | ATK: 6
DEF: 10 | SPD: 6
Special: Ice Charge (ATKΓ—2, pushes back)
Gold Drop: 20% chance

Thunder Rhino

Stage: Power Plant
HP: 50 | ATK: 10
DEF: 6 | SPD: 6
Special: Thunder Charge (stun chance)
Gold Drop: 20% chance

Cannon Tortoise

Stage: Fortified Tunnels
HP: 55 | ATK: 9
DEF: 9 | SPD: 5
Special: Shell Defense (DEFΓ—2 for 1 turn)
Gold Drop: 20% chance

Depth Dragoon

Stage: Flooded Corridors
HP: 52 | ATK: 10
DEF: 7 | SPD: 7
Special: Torpedo Barrage (hits 3 times)
Gold Drop: 20% chance

Void Vulture

Stage: Spatial Anomaly
HP: 56 | ATK: 11
DEF: 8 | SPD: 8
Special: Boomerang Blade (returns for second hit)
Gold Drop: 20% chance

Venom Viper

Stage: Camouflaged Jungle
HP: 58 | ATK: 10
DEF: 8 | SPD: 8
Special: Tail Stinger (poisons for 3 turns)
Gold Drop: 20% chance

Hurricane Hawk

Stage: Flying Fortress
HP: 60 | ATK: 12
DEF: 7 | SPD: 9
Special: Whirlwind Ball (hits all)
Gold Drop: 20% chance

Magma Mole

Stage: Volcanic Factory
HP: 62 | ATK: 13
DEF: 8 | SPD: 6
Special: Mag Flame (Burning)
Gold Drop: 20% chance

SIGMA FORTRESS FORCES

Enemies in Sigma's fortress (Stages 1-3)

STAGE 1: OUTER WALL

Sigma Drone

HP: 20 | ATK: 5
DEF: 4 | SPD: 5
Type: Flying
Special: Laser barrage (2 attacks)

Laser Turret

HP: 18 | ATK: 6
DEF: 5 | SPD: 0
Type: Stationary
Special: Sniper laser (ignores cover)

Maverick Hunter (Corrupted)

HP: 25 | ATK: 7
DEF: 5 | SPD: 5
Type: Ground
Special: Extra action at 50% HP

Energy Shield Guard

HP: 30 | ATK: 5
DEF: 8 | SPD: 4
Type: Ground
Special: Energy shield (halves damage)

Sigma Virus

HP: 10 | ATK: 4
DEF: 1 | SPD: 6
Type: Swarm
Special: Infect (reduces ATK by 1)

STAGE 2: CORE (Γ—1.3 multiplier)

Sigma Drone Mk II

HP: 26 | ATK: 7
DEF: 5 | SPD: 7
Type: Flying
Special: Enhanced lasers (+2 damage)

Elite Maverick Hunter

HP: 33 | ATK: 9
DEF: 7 | SPD: 7
Type: Ground
Special: 2 actions per turn

Plasma Golem

HP: 104 | ATK: 16
DEF: 12 | SPD: 9
Type: Miniboss
Special: Explodes on death (10 damage)

Sigma Virus Swarm

HP: 13 | ATK: 5
DEF: 1 | SPD: 8
Type: Swarm
Special: Mass infection (affects all)

STAGE 3: DIGITAL REALM (Γ—1.7 multiplier)

Digital Drone

HP: 34 | ATK: 9
DEF: 7 | SPD: 9
Type: Flying
Special: Phase lasers (ignore defense)

Digital Hunter

HP: 43 | ATK: 12
DEF: 9 | SPD: 10
Type: Ground
Special: Copies player abilities

Digital Reaper

HP: 136 | ATK: 20
DEF: 16 | SPD: 12
Type: Miniboss
Special: Data Drain (steals 5 HP)

Digital Virus

HP: 17 | ATK: 7
DEF: 1 | SPD: 10
Type: Swarm
Special: Data corruption (disables abilities)

SIGMA BOSSES ⭐⭐⭐⭐

Velgaurder

Stage: Fortress 1
HP: 90 + (10 Γ— Level)
ATK: 25 + (3 Γ— Level)
Special: Plasma Fangs (ignores 3 DEF)
Weakness: Sting Chameleon & Storm Eagle weapons

Sigma w/ Saber

Stage: Fortress 2
HP: 120 + (15 Γ— Level)
ATK: 35 + (4 Γ— Level)
Special: Sigma Blade (critical on 18-20)
Weakness: Boomer Kuwanger & Launch Octopus weapons

Digital Sigma

Stage: Fortress 3
HP: 150 + (20 Γ— Level)
ATK: 40 + (5 Γ— Level)
Special: Digital Annihilation (massive AoE)
Weakness: ALL Maverick weapons (+5 each)

ENEMY CLASSIFICATIONS & TRAITS

Enemy Types

Ground Units:
β€’ Standard movement
β€’ Affected by terrain
β€’ Can use cover

Flying Units:
β€’ Ignore ground obstacles
β€’ Cannot use ground cover
β€’ +2 SPD bonus

Enemy Types (cont.)

Aquatic Units:
β€’ +3 SPD in water terrain
β€’ -2 SPD on land
β€’ Immune to water attacks

Stationary Units:
β€’ Cannot move
β€’ High DEF and HP
β€’ Powerful ranged attacks

Size Categories

Tiny (Size 1/2):
β€’ HP Γ—0.5, DEF Γ—0.5
β€’ SPD Γ—1.5
β€’ Examples: Sigma Virus, Ice Bat

Small (Size 1):
β€’ Standard stats
β€’ Most common enemies

Size Categories (cont.)

Medium (Size 2):
β€’ HP Γ—1.5, ATK Γ—1.2
β€’ DEF Γ—1.2, SPD Γ—0.9
β€’ Examples: Minibosses

Large (Size 3):
β€’ HP Γ—2.0, ATK Γ—1.5
β€’ Takes up 2Γ—2 spaces
β€’ Examples: Bosses

SPECIAL TRAITS

Trait Effect Example Enemies
Armored +3 DEF Hard Mets, Cannon Guard
Agile +2 SPD, dodge (d6 ≀ 1) Ice Bat, Volt Cat
Brute +3 ATK, -2 DEF Molten Golem, Thunder Rhino
Sniper Range +2, +2 ATK first attack Laser Turret
Tank +10 HP, -2 SPD Energy Shield Guard
Berserker +2 ATK when below 50% HP Maverick Hunter
Support Heals allies 5 HP Sigma Guardian
Summoner Spawns 1d3 weak enemies Viral Overlord

ENCOUNTER BUILDING TABLES

Random Encounters (d6)

Ice Cavern:
1: 2 Snow Riders
2: 1 Ice Turret + 1 Penguin
3: 3 Ice Bats
4: 2 Penguins + 1 Ice Bat
5: Blizzard Buffalo
6: Ice cave collapse

Random Encounters (d6)

Power Plant:
1: 2 Sparkies + 1 Electro Joe
2: 3 Volt Cats
3: 1 Tesla Coil + 2 Sparkies
4: 1 Electro Joe + 2 Volt Cats
5: Thunder Rhino
6: Power surge

Random Encounters (d6)

Sigma Fortress:
1: 2 Drones + 1 Turret
2: 1 Hunter + 2 Shield Guards
3: 1 Cannon + 2 Viruses
4: Miniboss + 2 regular
5: Elite group
6: Sigma's Will (+2 all stats)

Max Enemies Per Room

Small Room (1Γ—1):
β€’ 2 enemies max

Medium Room (2Γ—2):
β€’ 4 enemies max

Large Room (3Γ—3):
β€’ 8 enemies max

Boss Room:
β€’ Boss + 2-4 minions

ENEMY AI BEHAVIOR PATTERNS

Basic AI Types

Aggressive:
β€’ Always moves toward nearest player
β€’ Attacks every turn
β€’ Examples: Fire Mets, Sparky

Defensive:
β€’ Stays in position
β€’ Uses defend action frequently
β€’ Examples: Cannon Guard

Basic AI Types (cont.)

Tactical:
β€’ Flanks players
β€’ Targets weakest player
β€’ Examples: Maverick Hunter

Support:
β€’ Heals/buffs other enemies
β€’ Stays behind front lines
β€’ Examples: Sigma Guardian

AI Priority System

Enemies attack in this order:
1. Lowest HP Player (2-in-3)
2. Player dealing most damage (1-in-2)
3. Player with Gold Armor (3-in-4)
4. Player using Maverick weapons (1-in-3)
5. Random player (default)

Special AI Rules

Miniboss AI:
β€’ 1-in-2 chance to use special
β€’ Focuses on player with most upgrades
β€’ 1-in-3 chance to defend at 50% HP

Boss AI:
β€’ Uses special every 3 turns
β€’ Changes tactics at 75/50/25% HP
β€’ Enrages at 25% HP (stats +5)

ELEMENTAL WEAKNESS CHART

Attacker β†’
Defender ↓
Ice Electric Earth Water Space Nature Wind Fire
Ice Enemy -4 +4 0 0 0 0 0 +5
Electric Enemy +5 -4 +4 0 0 0 0 0
Earth Enemy 0 +5 -4 +4 0 0 0 0
Water Enemy 0 0 +5 -4 +4 0 0 0
Space Enemy 0 0 0 +5 -4 +4 0 0
Nature Enemy 0 0 0 0 +5 -4 +4 0
Wind Enemy 0 0 0 0 0 +5 -4 +4
Fire Enemy +5 0 0 0 0 0 +5 -4
Super Weak: +5 damage (Maverick weapon weakness)
Weak: +4 damage (elemental chain)
Normal: 0 modifier
Resistant: -4 damage

STATUS EFFECT VULNERABILITIES

Enemy Type Vulnerable To Resistance To
Ice Burning Chilled
Electric Chilled Stunned
Earth Stunned Poisoned
Water Poisoned Chilled
Space Chilled Stunned
Nature Stunned Poisoned
Wind Poisoned Chilled
Fire Chilled Burning
Mechanical EMP (special) Poison, Burning
Organic Poison, Burning EMP

ENCOUNTER BUILDER QUICK REFERENCE

ENEMY COMPOSITION

Small Room (2 max):
β€’ 2 Standard enemies
β€’ OR 1 Standard + 1 Support
β€’ OR 1 Strong enemy

Medium Room (4 max):
β€’ 3 Standard + 1 Support
β€’ OR 2 Strong + 2 Standard
β€’ OR 1 Miniboss + 2 Standard

ENEMY COMPOSITION

Large Room (8 max):
β€’ Mix of types
β€’ Include hazards
β€’ Consider action economy

BOSS ROOM:
β€’ Boss + 2-4 minions
β€’ Environmental hazards
β€’ Interactive elements

DIFFICULTY CALCULATION

Base Difficulty =
(Total Enemy HP Γ· 10) +
(Total Enemy ATK) +
Special Abilities

DIFFICULTY LEVELS

Trivial (1-5): 1-2 common
Easy (6-10): 3-4 common
Medium (11-15): 1 miniboss + 2-3
Hard (16-20): 2 minibosses OR 1 boss
Extreme (21-25): Boss + miniboss
Insane (26+): Multiple bosses

LOOT & DROP TABLES

Common Enemies (d6)

1-3: Nothing
4: 1 Med Chip
5: 1 Energy Tank
6: 50πŸ’° Zenny

Minibosses (d6)

1-2: Nothing
3: 1 Sub-Tank
4: 100πŸ’° Zenny
5: Random uncommon item
6: Gold Hyperchip (20% chance)

Bosses (Automatic + d6)

Auto: Maverick Weapon
1-2: Energy Capsule
3-4: 200πŸ’° Zenny
5: Hyper Chip
6: Special upgrade component

Special Drops

Ice Core: Chill Penguin stage
Lightning Orb: Spark Mandrill stage
Armor Plating: Armored Armadillo stage
Sigma Data: Fortress enemies

ZENNY VALUES

Enemy Type Min Zenny Max Zenny Average
Common 20 80 50
Miniboss 100 300 200
Boss 300 800 550
Sigma 500 1500 1000

ENEMY SPAWNING RULES

Respawn Mechanics

Common enemies:
β€’ 1-in-2 chance to respawn
β€’ After 3 turns

Uncommon enemies:
β€’ 1-in-4 chance to respawn
β€’ After 5 turns

Rare enemies:
β€’ 1-in-6 chance to respawn
β€’ After 10 turns

Spawn Triggers

1. Room Entry:
Enemies spawn when room entered

2. Alarm:
Defeated enemies trigger alarm
(spawns 1d3 reinforcements)

3. Timer:
1-in-6 chance every 3 turns

Spawn Types

Fixed:
β€’ Always same location

Random:
β€’ Random valid location

Ambush:
β€’ Spawn behind/invisible

Reinforcement:
β€’ Spawn when allies defeated

Boss Spawning

Health Threshold:
Boss spawns minions at:
β€’ 75% HP
β€’ 50% HP
β€’ 25% HP

Minibosses/Bosses:
β€’ Do not respawn

CUSTOM ENEMY CREATION

ENEMY TEMPLATE: Name: [Enemy Name] Type: [Ground/Flying/Aquatic/Stationary/Swarm] Size: [Tiny/Small/Medium/Large/Massive] Stage: [Which Maverick stage or Sigma Fortress] Base Stats: - HP: [Value] - ATK: [Value] - DEF: [Value] - SPD: [Value] - EXP: [Value] Special Abilities (Choose 1-3): 1. [Ability Name]: [Description] 2. [Ability Name]: [Description] 3. [Ability Name]: [Description] AI Behavior: [Aggressive/Defensive/Tactical/Support/Swarm] Weaknesses: [Element/Weapon type] Resistances: [Element/Weapon type] Loot Table: [Common/Uncommon/Rare/Miniboss/Boss]
Stat Generation Formulas

Common Enemies:
HP = 10 + (Stage# Γ— 2) + (Level Γ— 2)
ATK = 1 + (Stage# Γ— 1) + (Level Γ— 1)
DEF = 1 + (Stage# Γ— 0.5) + (Level Γ— 0.5)
SPD = 3 + (Stage# Γ— 1) + (Level Γ— 1)
EXP = 10 + (Stage# Γ— 5) + (Level Γ— 2)

Stat Generation Formulas

Minibosses:
HP = 50 + (Stage# Γ— 5) + (Level Γ— 5)
ATK = 5 + (Stage# Γ— 2) + (Level Γ— 2)
DEF = 4 + (Stage# Γ— 1) + (Level Γ— 1.5)
SPD = 6 + (Stage# Γ— 1) + (Level Γ— 1)
EXP = 50 + (Stage# Γ— 10) + (Level Γ— 10)

Ability Point System

Common: 1-2 points
Uncommon: 2-3 points
Rare: 3-4 points
Miniboss: 4-5 points
Boss: 5-6 points

Ability Costs

Basic Attack: 0 points
Special Attack: 1 point
Area Attack: 2 points
Status Effect: 1 point
Healing: 2 points
Summoning: 3 points

GM TOOLS & TABLES

Random Enemy Generator (d6)

Type (d6):
1-3: Ground
4: Flying
5: Aquatic
6: Stationary

Size (d6):
1-4: Small
5: Medium
6: Large

Random Enemy Generator (d6)

Element (d6):
1: Ice
2: Electric
3: Earth
4: Water
5: Space
6: Nature
(6 again: Wind, Fire, Mechanical)

Special (d6):
1-3: None
4: Ranged attack
5: Area attack
6: Status effect

Enemy Name Generator

Prefix (d6):
1: Alpha
2: Beta
3: Gamma
4: Mega
5: Hyper
6: Cyber

Body (d6):
1: Mets
2: Bot
3: Drone
4: Guard
5: Soldier
6: Machine

Enemy Name Generator

Suffix (d6):
1: Mark I
2: Mark II
3: Type-A
4: Unit
5: Model
6: Drone

Examples:
β€’ Hyper Drone Unit
β€’ Alpha Machine Mark II
β€’ Cyber Guard Type-A

BESTIARY COMPLETE

All enemies from all 8 Maverick stages + Sigma Fortress